It hits because the survivor is still landing in a valid position. She just rotated. If she were facing the other side it would cleary be seen as a hit.
This is intended behaviour, if not you could avoid every shot just by rotating, easily. This would make huntress extremely hard to play.
It had been already discussed that the dev team is working to make things equal visually on both end points.
To the title post, pills are proper hitboxes. Any other hit box would break more than it would solve, accurate hitboxes make sense when different body parts have different effects when being hit. In our case it does not. Also to prevent survivor totems some collision boxes have to be spherical at least, pills are ideal. They make a standar too so it's easy to design maps and mechanics.
I think anyone can understand why pills are the most effective solution if they watch the Q&A Peanits posted. It's clearly explained there.
A charged shot on dedicated servers is pretty much hitscan 50% of the time. The other 50% it's a homing missile with AoE that smacks the survivor with a concussive blast.
It hits because the survivor is still landing in a valid position. She just rotated. If she were facing the other side it would cleary be seen as a hit.
This is intended behaviour, if not you could avoid every shot just by rotating, easily. This would make huntress extremely hard to play.
It had been already discussed that the dev team is working to make things equal visually on both end points.
To the title post, pills are proper hitboxes. Any other hit box would break more than it would solve, accurate hitboxes make sense when different body parts have different effects when being hit. In our case it does not. Also to prevent survivor totems some collision boxes have to be spherical at least, pills are ideal. They make a standar too so it's easy to design maps and mechanics.
I think anyone can understand why pills are the most effective solution if they watch the Q&A Peanits posted. It's clearly explained there.
sorry what
also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?
It bears repeating on a daily basis, but what you're referring to is not a problem with the hitbox, it's an issue with latency and hit authority. Contrary to popular belief, the hitboxes are not flailing around uncontrollably. The issue arises because what you see and what the killer sees are two different things. You might see yourself around the corner, but since that information takes time to get from your system to theirs, they see where you were a fraction of a second before, when you were still in the open.
They are both projectiles. Hitscan would mean you hit where you're pointing instantly, projectiles are an actual object with travel time (i.e. you have to lead your shots). The Deathslinger's spear is much faster and flies straighter than a hatchet, but they are both projectiles.
They should still be smaller man :( its a constant daily complaint regardless of latency because it's incredibly annoying to play and deal with because you guys wanna say its fine and blame latency. Sure its latency but when I get hit from 10+ ft from a window by a standard swing attack and the server doesn't correct me back to the window I don't believe you when you say latency, or when I play killer and visibly see myself hitting someone from around a corner with my hatchet because either hatchet hotboxes aren't nice or survivor pillboxes are ridiculous. It can't possibly be that hard to make them smaller with everything you guys have done and can do.
also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?
This is exactly not how it works. Look at the 4th of 5 from peanits drawn images. Your video is the 4th picture and is a hit, the 5th is while moving, adding latency. The injured position is leaning a bit out if the hitbox, but it still connects with the hatchet.
What you did is flipping the center of the survivor, not the center of the hitbox
Although I must admit that the hitbox in this video does not look like this hitbox, unless the hatchet hitbox is massively exceeding the hatchet
EDIT: Just watched it a bit further and at 10:45 there is a hitbox that looks totally different from what they showed in the editor XD and that would fit better to the hatchet video above :P
This is exactly not how it works. Look at the 4th of 5 from peanits drawn images. Your video is the 4th picture and is a hit, the 5th is while moving, adding latency. The injured position is leaning a bit out if the hitbox, but it still connects with the hatchet.
EDIT: Just watched it a bit further and at 10:45 there is a hitbox that looks totally different from what they showed in the editor XD and that would fit better to the hatchet video above :P
in that flip you made you took a lot from the back, you also count the head, but in the picture you dre you didn't count it
in that flip you made you took a lot from the back, you also count the head, but in the picture you dre you didn't count it
As I said, the injured survivor is not in the center of the hitbox. If you just flip the hitbox, you cut off the head. So the part of the survivor that is leaning out of the hitbox needs to be added to the other side as well, to flip the image. That is what peanits said. The way I flipped the image would ingame mean, you have exactly the same hitbox
Has everyone forgotten when the hatchet hit boxes were changed a while ago, and it made everything so much worse. Hatchets would go straight through survivors if they were vaulting, so they reverted the change back to what we have now.
Has everyone forgotten when the hatchet hit boxes were changed a while ago, and it made everything so much worse. Hatchets would go straight through survivors if they were vaulting, so they reverted the change back to what we have now.
Not forgotten. Currently they use balls as hitboxes which causes silly looking hits.
I don't know how often they were changed, but something like over a year ago the hatchet hits were fine
Who knew that posting a meme would lead to such serious overheated conversations. Job well done sir you have ignited the soul of passionate dead by daylight players :)
Who knew that posting a meme would lead to such serious overheated conversations. Job well done sir you have ignited the soul of passionate dead by daylight players :)
You can only get hit in ways that don't make sense so many times before you're like.. "Yeah, this is fkin' dumb. Fix this stupid crap, devs." If they can't find a way to properly convey information when interacting with a killer's power, then there's another problem.
TLDR: Update/fix your game. Grace period is over, cash is rolling in, time to do right by your community or sink. We're at the point where it's just unacceptable. ; p
I understand that latency is a thing and can affect hits. But that's not the main argument I'm making. What I'm saying is, if I throw a hatchet-sized object, whether or not it connects should make sense to both parties. Even if you discount the unpredictability of internet performance, the hitboxes are still poorly done.
You're throwing a hatchet at a survivor. The survivor (and the killer) have mentally established the area this object is capable of affecting based on its size/spin during a throw.
What's happening right now, minus lag, is you're throwing hatchets with circles attached that are (most of the time) hitting other circles around the model, not the model itself. That is the issue.
You're sending conflicting messages to both players and training bad habits in the killer, which could only ever truly come to light with proper hitboxes. Survivors are seeing a "hit" when the hatchet did, in fact, completely miss - your inaccurate hitbox is at fault here, not the survivor. The huntress player, as an example, is therefore trained to hit "an area", not a survivor. That is the most effective way to play the killer. All of those trick shots become far less impressive when you realize most of them don't even make contact with a survivors model, but instead an invisible body barrier surrounding them.
TLDR: Hatchets should only hit when making contact with the character model, not their poorly drawn hitboxes. Hitting the air around a survivor to score a hit shouldn't be a thing, especially not in 2020. And no, "it's just the internet" doesn't count for why most hits appear as complete horse crap 50% of the time. There is indeed a hitbox issue at play here that none of the developers seem to want to acknowledge. Can bad hits happen due to latency? Yes. Is this the only cause of non-nonsensical hits? No. Far from it.
You can't win by using sound logic and good reasoning with these devs, they pick and choose what they want to acknowledge. Doesn't seem like any of them can take criticism about their 5+ year old outdated hitboxes
You can't win by using sound logic and good reasoning with these devs, they pick and choose what they want to acknowledge. Doesn't seem like any of them can take criticism about their 5+ year old outdated hitboxes
I get why they do it. It's much easier to claim it's all latency then to actually redraw hitboxes for every character/related power in the game. If they intend to keep this game going beyond year five, it's a recommendation that they start planning some massive QoL updates, and fast. They're wrong, and I think they know it, but they would rather look stupid than have to do that much work from scratch.
When you think about it, there is little to no counterplay to hatchets in the current version. The only thing you can hope for is to waste her time around loops, but expert Huntresses knows every crevice so most of the time loops are always a hit. Good Huntresses will also hold the hatchet and as she walks around the loop wait for the moment to throw. You get hit regardless. I've been squatted down behind a gen and a hatchet still hit me when they used BBQ. I honestly feel like I have a lot more counterplay against a Spirit, especially if I have Iron Will.
If they want to leave the pills around characters due to not giving small females an advantage, at least make the hatchet have a very narrow pill around itself instead of a huge sphere. Also make the lullaby directional, because with a R-A-N-G-E-D killer, it makes sense to have an auditory cue of her location.
Well, the hitboxes -are- an issue, and the fact that you think they're not is baffling. In no way are those pills accurate to the actual shape of your characters. You even have videos showing the massive disparity between the size of the hitbox and the character. You have huge portions of the box hanging so far to the sides of each character that it makes impossible occurrences even more likely to take place (on top of subpar servers). They should be form-fittingly accurate based on each character's unique proportions, like most every other game.
Also, if the servers are the main problem.. well, what does it take to get -better- servers? Surely there's no shortage of income at the rate cosmetics come out. Maybe more of the cash flow could be redirected to better servers and the overall health of the game? Y'know, long term. These kinds of issues wouldn't be left as long in most other games with any sort of playerbase to speak of. People have limits, and this will eventually reach boiling point and cost DBD numbers.
So make claudette nearly impossible to hit? I'll pass..itll create an unnecessary layer of power on smaller survivors
All I'm going to say is I just played a game yesterday against a Huntress lob a low-charge hatchet over my head. There's no debate about it, it was clearly (about half a body's worth of height) over my head, yet it still connected and damaged me.
Now, I'm not saying that the devs are wrong here, but I'd need some explaining to tell me how that was latency making that happen.
The killer also has an advantage on hits being favored by the server. Why is this when survivors are the reactive role?
because mistakes on the killer's side is massive compared to survivors. Survivors get two chances, killers get one chance a hit and that adds numerous seconds every mistake which is spent on the other 3 survivors on generators. there's a much more likely chance of a killer just flat out giving up, so because of that the killer needs to have his hits prioritised and not to feel cheap and wonky. survivors can afford it, imo. they would make latency non existent if they could.
You can see how it looks wildly different from the killer and survivor's perspective. For the killer, the survivor is in the window and it's totally a fair hit. For the survivor, they appear to be through the window and safe. This is not because the hitbox is massive (the hitbox used to detect hits is actually smaller than the survivor if anything: https://youtu.be/A8SwqJJKlaY?t=454), and again, it's not because the hitbox is flailing around uncontrollably like a deflating balloon. This is because of latency.
Latency is also not necessarily a server issue. Latency is an issue with the internet in general. Because you're not physically sitting in the same room as someone, it takes time for you to send information to each other. Data isn't magic, it's can't instantly teleport from your system to someone else's. It needs to physically move through cables of varying speeds and zigzag across the country (or even continent, where applicable) to get to them. This means that no matter what, there's going to be delay.
A server will add a tiny bit of delay to take in, handle, and send back out information (a few milliseconds), but the vast majority of it is due to distance. You can have a magical perfect server that instantly receives and immediately sends back out information and you would still have latency.
so what exactly are the devs planing on address this?
Patrick Harris claims "There are lots of techniques we can use to work on this." What techniques are we talking about here?
Hitbox should always favor the side with the lower latency. It should not favor only one side while having no hitreg compensation whatsoever
If Hitboxes are an issue, and everyone gets hit from behind while vaulting, dropping a pallet or even when the killer isn't close enough yet the hit connects....
Just move the hitbox futher to the FRONT of the survivor instead of in the middle. Since lAtEncY will drag the hitpill to the back this will solve the issue.
You can see how it looks wildly different from the killer and survivor's perspective. For the killer, the survivor is in the window and it's totally a fair hit. For the survivor, they appear to be through the window and safe. This is not because the hitbox is massive (the hitbox used to detect hits is actually smaller than the survivor if anything: https://youtu.be/A8SwqJJKlaY?t=454), and again, it's not because the hitbox is flailing around uncontrollably like a deflating balloon. This is because of latency.
Latency is also not necessarily a server issue. Latency is an issue with the internet in general. Because you're not physically sitting in the same room as someone, it takes time for you to send information to each other. Data isn't magic, it's can't instantly teleport from your system to someone else's. It needs to physically move through cables of varying speeds and zigzag across the country (or even continent, where applicable) to get to them. This means that no matter what, there's going to be delay.
A server will add a tiny bit of delay to take in, handle, and send back out information (a few milliseconds), but the vast majority of it is due to distance. You can have a magical perfect server that instantly receives and immediately sends back out information and you would still have latency.
This is why I suggested that you did like League of Legends and try to form a system where you worked with other ISPs to make the connections more stable and reduce the time it takes to send packets between each other BEFORE you did Dedicated Servers, but that was not even looked at. Even then, why are killers' detection determined over the server itself? This makes it essentially the same as P2P.
This right here is the main issue. Why the hell do the hitboxes stay in the same place regardless of the change in pose that we all see? If the model is injured, and thus slouching, why doesn't the hitbox move to the new center of the model? This would solve SO MANY issues with the hits, because it would still look like a legit hit from both sides.
Forget that, do this:
With that in mind, you can also change the hatchet to a square, because it will be a legit hit, and it won't miss.
Why do you need us to tell you this? Can nobody at BHVR brainstorm a single good idea?
You are quoting something you don't have the rest of the explanation to just don.t
Ok fine, Deathslinger is not hitscan he shoots a projectile. The reason he isn't a hitscan is because his shot actually takes time to reach the target. Deathslinger would be a hitscan if the shot instantly hit the survivor once the player clicked fire. Comparing it to Overwatch, Soldier 76 is a hitscan because when the player clicks fire, the bullets automatically do damage and do not have to travel through the air. Someone like Pharah is a projectile hero because she shoots an actual projectile that actually takes time to reach the target.
Ok fine, Deathslinger is not hitscan he shoots a projectile. The reason he isn't a hitscan is because his shot actually takes time to reach the target. Deathslinger would be a hitscan if the shot instantly hit the survivor once the player clicked fire. Comparing it to Overwatch, Soldier 76 is a hitscan because when the player clicks fire, the bullets automatically do damage and do not have to travel through the air. Someone like Pharah is a projectile hero because she shoots an actual projectile that actually takes time to reach the target.
Still quoting something you don't know the rest of the point of saying that means politely stop trying to explain it I know it better because I was the one who said it.
Still quoting something you don't know the rest of the point of saying that means politely stop trying to explain it I know it better because I was the one who said it.
You straight up said that Deathslinger was a hitscan, and you're wrong. Maybe if I'm not understanding something, why don't you explain it to me instead of telling me to stop replying twice.
You straight up said that Deathslinger was a hitscan, and you're wrong. Maybe if I'm not understanding something, why don't you explain it to me instead of telling me to stop replying twice.
There are like 6 others posts for the full story and you are grabbing a piece from the middle if you had like any of the others ones you would see the word COMPARISON. Also stop trying to correct someone who already said this is only part of my posts and unless you bother reading the others don't bother trying to correct them.
There are like 6 others posts for the full story and you are grabbing a piece from the middle if you had like any of the others ones you would see the word COMPARISON. Also stop trying to correct someone who already said this is only part of my posts and unless you bother reading the others don't bother trying to correct them.
Ok you're still not telling me the things I apparently "don't know". All I know is that you said Deathslinger is a hitscan, and you're wrong. Just don't reply.
Ok you're still not telling me the things I apparently "don't know". All I know is that you said Deathslinger is a hitscan, and you're wrong. Just don't reply.
Im saying your reading the middle two pages of a 20 page book out of context and thinking you have the whole picture. Also COMPARISON that thing when something isn't exact because its not. Its comparing 2 unlike things to get a better grasp on the concept. Stop trying to act smart.
Im saying your reading the middle two pages of a 20 page book out of context and thinking you have the whole picture. Also COMPARISON that thing when something isn't exact because its not. Its comparing 2 unlike things to get a better grasp on the concept. Stop trying to act smart.
Umm what. I'm referring to your very first comment.
Well, the hitboxes -are- an issue, and the fact that you think they're not is baffling. In no way are those pills accurate to the actual shape of your characters. You even have videos showing the massive disparity between the size of the hitbox and the character. You have huge portions of the box hanging so far to the sides of each character that it makes impossible occurrences even more likely to take place (on top of subpar servers). They should be form-fittingly accurate based on each character's unique proportions, like most every other game.
Also, if the servers are the main problem.. well, what does it take to get -better- servers? Surely there's no shortage of income at the rate cosmetics come out. Maybe more of the cash flow could be redirected to better servers and the overall health of the game? Y'know, long term. These kinds of issues wouldn't be left as long in most other games with any sort of playerbase to speak of. People have limits, and this will eventually reach boiling point and cost DBD numbers.
Director: "But... tax and insurance, money and mmmm *mutters"
I understand that latency is a thing and can affect hits. But that's not the main argument I'm making. What I'm saying is, if I throw a hatchet-sized object, whether or not it connects should make sense to both parties. Even if you discount the unpredictability of internet performance, the hitboxes are still poorly done.
You're throwing a hatchet at a survivor. The survivor (and the killer) have mentally established the area this object is capable of affecting based on its size/spin during a throw.
What's happening right now, minus lag, is you're throwing hatchets with circles attached that are (most of the time) hitting other circles around the model, not the model itself. That is the issue.
You're sending conflicting messages to both players and training bad habits in the killer, which could only ever truly come to light with proper hitboxes. Survivors are seeing a "hit" when the hatchet did, in fact, completely miss - your inaccurate hitbox is at fault here, not the survivor. The huntress player, as an example, is therefore trained to hit "an area", not a survivor. That is the most effective way to play the killer. All of those trick shots become far less impressive when you realize most of them don't even make contact with a survivors model, but instead an invisible body barrier surrounding them.
TLDR: Hatchets should only hit when making contact with the character model, not their poorly drawn hitboxes. Hitting the air around a survivor to score a hit shouldn't be a thing, especially not in 2020. And no, "it's just the internet" doesn't count for why most hits appear as complete horse crap 50% of the time. There is indeed a hitbox issue at play here that none of the developers seem to want to acknowledge. Can bad hits happen due to latency? Yes. Is this the only cause of non-nonsensical hits? No. Far from it.
Say what you will. We both know that the devs dont see the hitbox individually as an issue. Yes latency plays effect too but shouldnt that be better than it is? Like I dont expect a perfect server but I'm sure there can be improvements made so that a survivor cant be hit on the other side of a window already running away with lithe. Getting hit on the other side of pallets. And the fact crossplay was even considered this last while really shows they're in over their depth. It's not seen as a concerning/ relevant issue so it wont be changed.
I've even made a shot with Deathslinger and Huntress on the saloon map. I had one of my friends foot appear in a little crack in the wall. Both projectiles connected. Yes, Deathslinger can hit through bullshit. Tested him on Hawkins and a survivor that couldnt be seen behind barrels got hit by me. All you can see was the chain centering through several walls and barrels and the survivor just standing up. Those targets were standing still, so no latency issue there.
I don't know if DBD uses the same hitboxes for collision, but if you've ever tried to get through a space side by side with another survivor, that'll show you the width of those boxes real fast.
One foot to your right, one foot to their left, and a foot between you and neither of you will be able to squeeze through. 😂
Say what you will. We both know that the devs dont see the hitbox individually as an issue. Yes latency plays effect too but shouldnt that be better than it is? Like I dont expect a perfect server but I'm sure there can be improvements made so that a survivor cant be hit on the other side of a window already running away with lithe. Getting hit on the other side of pallets. And the fact crossplay was even considered this last while really shows they're in over their depth. It's not seen as a concerning/ relevant issue so it wont be changed.
I've even made a shot with Deathslinger and Huntress on the saloon map. I had one of my friends foot appear in a little crack in the wall. Both projectiles connected. Yes, Deathslinger can hit through bullshit. Tested him on Hawkins and a survivor that couldnt be seen behind barrels got hit by me. All you can see was the chain centering through several walls and barrels and the survivor just standing up. Those targets were standing still, so no latency issue there.
For the Deathslinger, the spear is automatically connected to chest in the animation, regardless of where it landed (similar to bear traps, which always connect to the right ankle). That's why it can give the impression of shooting through walls. However, it's very true the hitbox sticks out far from the model, so you can actually hit someone without seeing them AND then the spears is redirected to the chest giving the impression of a wallbang.
You can also spear through many cracks in the shack and manage to drag them to the window to m1.
Hitboxes are definitely an issue, it's not only latency.
This right here is the main issue. Why the hell do the hitboxes stay in the same place regardless of the change in pose that we all see? If the model is injured, and thus slouching, why doesn't the hitbox move to the new center of the model? This would solve SO MANY issues with the hits, because it would still look like a legit hit from both sides.
With that in mind, you can also change the hatchet to a square, because it will be a legit hit, and it won't miss.
Why do you need us to tell you this? Can nobody at BHVR brainstorm a single good idea?
LOL that'd make 360'ing nearly uncounterable for killer since their hitbox would spin around like a top during the 360 and Autoa- I mean AIM DRESSING would screw it up.
also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?
Not that hard to see if you check how characters behave ingame.
This is not a shooter.
I'm ok if they move the center of the pill to don't have to aim to the invisible pill. But that would remove 360's and people love that over being hit by hatchets.
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Comments
It hits because the survivor is still landing in a valid position. She just rotated. If she were facing the other side it would cleary be seen as a hit.
This is intended behaviour, if not you could avoid every shot just by rotating, easily. This would make huntress extremely hard to play.
It had been already discussed that the dev team is working to make things equal visually on both end points.
To the title post, pills are proper hitboxes. Any other hit box would break more than it would solve, accurate hitboxes make sense when different body parts have different effects when being hit. In our case it does not. Also to prevent survivor totems some collision boxes have to be spherical at least, pills are ideal. They make a standar too so it's easy to design maps and mechanics.
I think anyone can understand why pills are the most effective solution if they watch the Q&A Peanits posted. It's clearly explained there.
A charged shot on dedicated servers is pretty much hitscan 50% of the time. The other 50% it's a homing missile with AoE that smacks the survivor with a concussive blast.
I’ve legit seen streamers playing huntress where they literally aim right next to the survivor because they know it will still hit.
So is that a hitbox issue or a latency issue?
@Angelicus23
Wow that’s exactly what I was just talking about. Huntress players that know it hits don’t even aim for the character model anymore. Lol
sorry what
also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?
They should still be smaller man :( its a constant daily complaint regardless of latency because it's incredibly annoying to play and deal with because you guys wanna say its fine and blame latency. Sure its latency but when I get hit from 10+ ft from a window by a standard swing attack and the server doesn't correct me back to the window I don't believe you when you say latency, or when I play killer and visibly see myself hitting someone from around a corner with my hatchet because either hatchet hotboxes aren't nice or survivor pillboxes are ridiculous. It can't possibly be that hard to make them smaller with everything you guys have done and can do.
This is exactly not how it works. Look at the 4th of 5 from peanits drawn images. Your video is the 4th picture and is a hit, the 5th is while moving, adding latency. The injured position is leaning a bit out if the hitbox, but it still connects with the hatchet.
What you did is flipping the center of the survivor, not the center of the hitbox
Although I must admit that the hitbox in this video does not look like this hitbox, unless the hatchet hitbox is massively exceeding the hatchet
https://www.youtube.com/watch?v=A8SwqJJKlaY&feature=youtu.be&t=454EDIT: Just watched it a bit further and at 10:45 there is a hitbox that looks totally different from what they showed in the editor XD and that would fit better to the hatchet video above :P
in that flip you made you took a lot from the back, you also count the head, but in the picture you dre you didn't count it
As I said, the injured survivor is not in the center of the hitbox. If you just flip the hitbox, you cut off the head. So the part of the survivor that is leaning out of the hitbox needs to be added to the other side as well, to flip the image. That is what peanits said. The way I flipped the image would ingame mean, you have exactly the same hitbox
Has everyone forgotten when the hatchet hit boxes were changed a while ago, and it made everything so much worse. Hatchets would go straight through survivors if they were vaulting, so they reverted the change back to what we have now.
Not forgotten. Currently they use balls as hitboxes which causes silly looking hits.
I don't know how often they were changed, but something like over a year ago the hatchet hits were fine
Who knew that posting a meme would lead to such serious overheated conversations. Job well done sir you have ignited the soul of passionate dead by daylight players :)
You can only get hit in ways that don't make sense so many times before you're like.. "Yeah, this is fkin' dumb. Fix this stupid crap, devs." If they can't find a way to properly convey information when interacting with a killer's power, then there's another problem.
TLDR: Update/fix your game. Grace period is over, cash is rolling in, time to do right by your community or sink. We're at the point where it's just unacceptable. ; p
You can't win by using sound logic and good reasoning with these devs, they pick and choose what they want to acknowledge. Doesn't seem like any of them can take criticism about their 5+ year old outdated hitboxes
I get why they do it. It's much easier to claim it's all latency then to actually redraw hitboxes for every character/related power in the game. If they intend to keep this game going beyond year five, it's a recommendation that they start planning some massive QoL updates, and fast. They're wrong, and I think they know it, but they would rather look stupid than have to do that much work from scratch.
When you think about it, there is little to no counterplay to hatchets in the current version. The only thing you can hope for is to waste her time around loops, but expert Huntresses knows every crevice so most of the time loops are always a hit. Good Huntresses will also hold the hatchet and as she walks around the loop wait for the moment to throw. You get hit regardless. I've been squatted down behind a gen and a hatchet still hit me when they used BBQ. I honestly feel like I have a lot more counterplay against a Spirit, especially if I have Iron Will.
If they want to leave the pills around characters due to not giving small females an advantage, at least make the hatchet have a very narrow pill around itself instead of a huge sphere. Also make the lullaby directional, because with a R-A-N-G-E-D killer, it makes sense to have an auditory cue of her location.
you are quoting something you don't know the rest of the explanation to, just dont.
You are quoting something you don't have the rest of the explanation to just don.t
The amount of times I've been hit through a vault point that I've jumped over is ridiculous
So make claudette nearly impossible to hit? I'll pass..itll create an unnecessary layer of power on smaller survivors
All I'm going to say is I just played a game yesterday against a Huntress lob a low-charge hatchet over my head. There's no debate about it, it was clearly (about half a body's worth of height) over my head, yet it still connected and damaged me.
Now, I'm not saying that the devs are wrong here, but I'd need some explaining to tell me how that was latency making that happen.
because mistakes on the killer's side is massive compared to survivors. Survivors get two chances, killers get one chance a hit and that adds numerous seconds every mistake which is spent on the other 3 survivors on generators. there's a much more likely chance of a killer just flat out giving up, so because of that the killer needs to have his hits prioritised and not to feel cheap and wonky. survivors can afford it, imo. they would make latency non existent if they could.
so what exactly are the devs planing on address this?
Patrick Harris claims "There are lots of techniques we can use to work on this." What techniques are we talking about here?
Hitbox should always favor the side with the lower latency. It should not favor only one side while having no hitreg compensation whatsoever
If Hitboxes are an issue, and everyone gets hit from behind while vaulting, dropping a pallet or even when the killer isn't close enough yet the hit connects....
Just move the hitbox futher to the FRONT of the survivor instead of in the middle. Since lAtEncY will drag the hitpill to the back this will solve the issue.
DONE!
This is why I suggested that you did like League of Legends and try to form a system where you worked with other ISPs to make the connections more stable and reduce the time it takes to send packets between each other BEFORE you did Dedicated Servers, but that was not even looked at. Even then, why are killers' detection determined over the server itself? This makes it essentially the same as P2P.
This right here is the main issue. Why the hell do the hitboxes stay in the same place regardless of the change in pose that we all see? If the model is injured, and thus slouching, why doesn't the hitbox move to the new center of the model? This would solve SO MANY issues with the hits, because it would still look like a legit hit from both sides.
Forget that, do this:
With that in mind, you can also change the hatchet to a square, because it will be a legit hit, and it won't miss.
Why do you need us to tell you this? Can nobody at BHVR brainstorm a single good idea?
Ok fine, Deathslinger is not hitscan he shoots a projectile. The reason he isn't a hitscan is because his shot actually takes time to reach the target. Deathslinger would be a hitscan if the shot instantly hit the survivor once the player clicked fire. Comparing it to Overwatch, Soldier 76 is a hitscan because when the player clicks fire, the bullets automatically do damage and do not have to travel through the air. Someone like Pharah is a projectile hero because she shoots an actual projectile that actually takes time to reach the target.
Still quoting something you don't know the rest of the point of saying that means politely stop trying to explain it I know it better because I was the one who said it.
This thread is mind-bendingly clueless
You straight up said that Deathslinger was a hitscan, and you're wrong. Maybe if I'm not understanding something, why don't you explain it to me instead of telling me to stop replying twice.
There are like 6 others posts for the full story and you are grabbing a piece from the middle if you had like any of the others ones you would see the word COMPARISON. Also stop trying to correct someone who already said this is only part of my posts and unless you bother reading the others don't bother trying to correct them.
Ok you're still not telling me the things I apparently "don't know". All I know is that you said Deathslinger is a hitscan, and you're wrong. Just don't reply.
Im saying your reading the middle two pages of a 20 page book out of context and thinking you have the whole picture. Also COMPARISON that thing when something isn't exact because its not. Its comparing 2 unlike things to get a better grasp on the concept. Stop trying to act smart.
Umm what. I'm referring to your very first comment.
Director: "But... tax and insurance, money and mmmm *mutters"
Say what you will. We both know that the devs dont see the hitbox individually as an issue. Yes latency plays effect too but shouldnt that be better than it is? Like I dont expect a perfect server but I'm sure there can be improvements made so that a survivor cant be hit on the other side of a window already running away with lithe. Getting hit on the other side of pallets. And the fact crossplay was even considered this last while really shows they're in over their depth. It's not seen as a concerning/ relevant issue so it wont be changed.
I've even made a shot with Deathslinger and Huntress on the saloon map. I had one of my friends foot appear in a little crack in the wall. Both projectiles connected. Yes, Deathslinger can hit through bullshit. Tested him on Hawkins and a survivor that couldnt be seen behind barrels got hit by me. All you can see was the chain centering through several walls and barrels and the survivor just standing up. Those targets were standing still, so no latency issue there.
I don't know if DBD uses the same hitboxes for collision, but if you've ever tried to get through a space side by side with another survivor, that'll show you the width of those boxes real fast.
One foot to your right, one foot to their left, and a foot between you and neither of you will be able to squeeze through. 😂
Oh you're sending that because you finally realized you're wrong and you don't want to admit it, I get it.
For the Deathslinger, the spear is automatically connected to chest in the animation, regardless of where it landed (similar to bear traps, which always connect to the right ankle). That's why it can give the impression of shooting through walls. However, it's very true the hitbox sticks out far from the model, so you can actually hit someone without seeing them AND then the spears is redirected to the chest giving the impression of a wallbang.
You can also spear through many cracks in the shack and manage to drag them to the window to m1.
Hitboxes are definitely an issue, it's not only latency.
Just don't fall for the troll :P nothing else behind it
Me: Uses the knowledge of knowing the hitbox sizes and plays around it.
Also me: Doesn't understand this frustration in the slightest.
If you didn't know about the pill hit boxes, maybe. But you know so just keep that in your mind, seriously helps me.
Im sending it because you can't read words so I thought the next best step was images.
LOL that'd make 360'ing nearly uncounterable for killer since their hitbox would spin around like a top during the 360 and Autoa- I mean AIM DRESSING would screw it up.
I read your very first comment. Deathslinger is not a hitscan.
There are like 5 others. and it was a comparison
Not that hard to see if you check how characters behave ingame.
This is not a shooter.
I'm ok if they move the center of the pill to don't have to aim to the invisible pill. But that would remove 360's and people love that over being hit by hatchets.
"It'S nOt tHE hITbOxeS iT'S LAteNcY"
It wasn't a comparison.